Jump to content

Warframe Builder


Recommended Posts

I found some more things to report, mostly for the Xoris.
 

Here's the build I have for it, as a reference:
http://warframe-builder.com/s/3d9e551e1db69a12

 

  1. Regardless of whether I'm logged into the site, when I check on the exported link (Which I put on the Discord server with my friends from Job Corps) it seems that the Xoris build then suffers from a similar Riven issue like what the Kuva Ayanga once had. The Xoris build's riven is a blank slate, and it's polarity is set to the left-most one by default.
     
    • (Thankfully I checked the Ayanga's General-Purpose & Atmospheric links, and the riven works just fine for that weapon still!)
       
    • From what I can tell on my end, there's only two ways to actually get to the build with the riven's data included;
       
      • When I access the Xoris' build via my own list of builds by logging into the site.
         
      • Checking the Xoris' build via a list of the public builds I've made, and here's the link for that too:
        http://warframe-builder.com/Pub_builds/DyF2vSapNa
         
        • I don't think it matters if you're logged into the site while checking that public list, as far as I can tell. The Xoris' build does include the riven's info when you access it through those methods. Otherwise, the Riven has no alterations from a new one.
           
    • If it helps, this is the info I have for the riven (Taken from what the site says):

      +50% critical multiplier
      +50% attack range
      +80% electric
      -80 sec combo duration
       
      • A bit of a seperate matter regarding what the site says with categories of two riven stat things:
         
        Spoiler

         

        • As far as I know, (& I would imagine it's on the to-do list in the future) attack range isn't listed / calculated as a percentage boost anymore, but instead simply adding meters of attack range. So aside from listing a melee weapon's attack range stat, it might be a good idea to see how the site's rivens can handle using meters of range rather than percentages of attack range. Of course fixing any riven info things for any weapon is a more important task; I just was wondering about this too.
           
          • That said, I recall one bug a long time ago where if you use something like "m" after selecting (possibly any stat category actually) something like attack range on the riven editor, it causes every other stat below it to list their numbers with an "m" afterwards too. Such as 3.2m, or things like that. I haven't tested that bug since then, so it could be non-existent by now however.

            But just in case I thought I should mention it too.
             
        • Same type of question regarding combo duration; I'll have to check to make sure, but is combo duration calculated as a percentage currently in-game with Rivens, or was that changed to a certain + or - of seconds? The wiki mentions it as 8s base value ( https://warframe.fandom.com/wiki/Riven_Mods#Attributes ), so I'm guessing that's the case.

          If it isn't then it should be working alright on the site, since using the numbers in the riven editor lists it as "seconds" afterwards. But if it's using the opposite method of calculation than in-game (Flat seconds & / or decimals vs a percentage of duration), then it would need a bit of thought, possibly.

         


         
  2. On the Xoris' build page (regardless of being logged in or not), when you select anything other than "Normal" in the weapon's drop-down table, the smaller drop-down table (Under "Other Attacks") where you select your target's number of status effects vanishes!
     
    • All amounts of damage seem to change accordingly based on what is selected, and if you select an amount of procced status effects beforehand, the damage values will still count that at least. You just aren't able to change the number of statuses again unless you reload the webpage.
       
    • Edit (01-05-2021 @ 3:05am): I tested that again as I wrote the above point. Apparently it's not just the drop-down box that vanishes, but anything other than the slide attack's damage goes away. In this build's case, that "+50% attack range" is also gotten rid of until the page is reloaded. It actually makes me wonder if any other melee weapons are affected by this issue (Might depend on if they have the first drop-down table or not though!).
       
      • I also noticed that changing the attack type back to normal does not bring back the extra things listed in "Other Attacks".
         
  3. Also regarding the Xoris' first drop-down table, the second and third options have nothing to identify what they are, similar to what recently happened with the Mausolon and Cortege.
     
    • That said, the listed attack type also claims to be "normal" while you have one of the blank attack types selected.
       

I went into a bit more detail than I originally thought, but I hope it helps!

 

Not to get too off-topic from that, but there are a couple smaller things I remembered to ask about;

  • One is just that for Inaros / Inaros Prime (Since I finished planning an Umbral build for the latter), the mod "Desiccation's Curse" ( https://warframe.fandom.com/wiki/Desiccation's_Curse ) is currently not added on their pages.
     
    • It may have been mentioned some time ago on the forum thread here, but I'm not sure. I think it can wait until after more significant changes are implemented of course, since it's just one augment mod.

 

  • The last thing I thought about was regarding the Mausolon's newly listed attack types. It might not need asking, but what exactly do the "Secondary" and "Atmosphere Secondary" attack types represent? Is that a different mode of firing, or the AOE of each individual pellet from the gun?
     
    • Going off of the damage vaules, I gathered pretty fast that "Charged" was talking about the weapon's full-power blast from killing 5 enemies, and "Area" was the resulting damage within the blast's explosion, but I wasn't sure about the Secondary modes. Any insight would help :)

 

Sorry for the overall wall of text! I just thought including all of it here would be more proper than making separate posts for the Xoris' page issues and brief questions.

Edited by (NSW)Gamer-Steve
I noticed I forgot to erase an unfinished sentence in point #2 (My mind was getting tired last night before I laid down!), so I took care of that.
  • Like 1
Link to post
Share on other sites
9 hours ago, (NSW)Gamer-Steve said:

I found some more things to report, mostly for the Xoris.
 

Here's the build I have for it, as a reference:
http://warframe-builder.com/s/3d9e551e1db69a12

 

  1. Regardless of whether I'm logged into the site, when I check on the exported link (Which I put on the Discord server with my friends from Job Corps) it seems that the Xoris build then suffers from a similar Riven issue like what the Kuva Ayanga once had. The Xoris build's riven is a blank slate, and it's polarity is set to the left-most one by default.
     
    • (Thankfully I checked the Ayanga's General-Purpose & Atmospheric links, and the riven works just fine for that weapon still!)
       
    • From what I can tell on my end, there's only two ways to actually get to the build with the riven's data included;
       
      • When I access the Xoris' build via my own list of builds by logging into the site.
         
      • Checking the Xoris' build via a list of the public builds I've made, and here's the link for that too:
        http://warframe-builder.com/Pub_builds/DyF2vSapNa
         
        • I don't think it matters if you're logged into the site while checking that public list, as far as I can tell. The Xoris' build does include the riven's info when you access it through those methods. Otherwise, the Riven has no alterations from a new one.
           
    • If it helps, this is the info I have for the riven (Taken from what the site says):

      +50% critical multiplier
      +50% attack range
      +80% electric
      -80 sec combo duration

I'm not able to replicate this issue that you're experiencing. I'll add it to the issue tracker we have as something to look into but with it loading just fine for me in all attempts and browsers I have for development purposes, it always loads the riven details.

 

9 hours ago, (NSW)Gamer-Steve said:
  Reveal hidden contents

 

  • As far as I know, (& I would imagine it's on the to-do list in the future) attack range isn't listed / calculated as a percentage boost anymore, but instead simply adding meters of attack range. So aside from listing a melee weapon's attack range stat, it might be a good idea to see how the site's rivens can handle using meters of range rather than percentages of attack range. Of course fixing any riven info things for any weapon is a more important task; I just was wondering about this too.
     
    • That said, I recall one bug a long time ago where if you use something like "m" after selecting (possibly any stat category actually) something like attack range on the riven editor, it causes every other stat below it to list their numbers with an "m" afterwards too. Such as 3.2m, or things like that. I haven't tested that bug since then, so it could be non-existent by now however.

      But just in case I thought I should mention it too.
       
  • Same type of question regarding combo duration; I'll have to check to make sure, but is combo duration calculated as a percentage currently in-game with Rivens, or was that changed to a certain + or - of seconds? The wiki mentions it as 8s base value ( https://warframe.fandom.com/wiki/Riven_Mods#Attributes ), so I'm guessing that's the case.

    If it isn't then it should be working alright on the site, since using the numbers in the riven editor lists it as "seconds" afterwards. But if it's using the opposite method of calculation than in-game (Flat seconds & / or decimals vs a percentage of duration), then it would need a bit of thought, possibly.

 

 

The % boost vs flat boost is something that was changed but not implemented on the rivens on the site actually, its been overlooked on my end to have on the to-do list. As for combo duration, it was a % boost last i knew, but upon inspecting some random rivens I have it appears to be a flat bonus as well. I'll make note of both of these issues to get resolved.

 

9 hours ago, (NSW)Gamer-Steve said:

On the Xoris' build page (regardless of being logged in or not), when you select anything other than "Normal" in the weapon's drop-down table, the smaller drop-down table (Under "Other Attacks") where you select your target's number of status effects vanishes!
 

  • All amounts of damage seem to change accordingly based on what is selected, and if you select an amount of procced status effects beforehand, the damage values will still count that at least. You just aren't able to change the number of statuses again unless you reload the webpage.
     
  • Edit (01-05-2021 @ 3:05am): I tested that again as I wrote the above point. Apparently it's not just the drop-down box that vanishes, but anything other than the slide attack's damage goes away. In this build's case, that "+50% attack range" is also gotten rid of until the page is reloaded. It actually makes me wonder if any other melee weapons are affected by this issue (Might depend on if they have the first drop-down table or not though!). Then again, 
     
    • I also noticed that changing the attack type back to normal does not bring back the extra things listed in "Other Attacks"

There was a code design decision done by Stoi at one point, most likely during the melee 3.0 phase of things, where something he had done caused another stat to disappear as well that was recently fixed in the current pending update. It appears there are other options that are plagued by the issue as well. I'll bring it up with him and try out some solutions as what I had thought of doing to fix the issue beforehand was disregarded for Stoi's fix on the other stat problem and I trusted his word of it since he knew the code more than I.

 

9 hours ago, (NSW)Gamer-Steve said:

Not to get too off-topic from that, but there are a couple smaller things I remembered to ask about;

  • One is just that for Inaros / Inaros Prime (Since I finished planning an Umbral build for the latter), the mod "Desiccation's Curse" ( https://warframe.fandom.com/wiki/Desiccation's_Curse ) is currently not added on their pages.
     
    • It may have been mentioned some time ago on the forum thread here, but I'm not sure. I think it can wait until after more significant changes are implemented of course, since it's just one augment mod.

 

  • The last thing I thought about was regarding the Mausolon's newly listed attack types. It might not need asking, but what exactly do the "Secondary" and "Atmosphere Secondary" attack types represent? Is that a different mode of firing, or the AOE of each individual pellet from the gun?
     
    • Going off of the damage vaules, I gathered pretty fast that "Charged" was talking about the weapon's full-power blast from killing 5 enemies, and "Area" was the resulting damage within the blast's explosion, but I wasn't sure about the Secondary modes. Any insight would help :)

 

Sorry for the overall wall of text! I just thought including all of it here would be more proper than making separate posts for the Xoris' page issues and brief questions.

Augments seem to get forgotten from time to time, update to update, or they get released in a non-obvious manner or not directly mentioned in the patch notes (looking at you nightwave reward mods...) so im not surprised that one of them is missing for inaros. I'm sure there may be a few others out there that are missing too. Honestly, if someone was willing to work with us on data verification (text strings, mods existing, pvp exclusive mods, etc etc) it would definitely help keep the random missing ones or outdated mods to a minimum, that way its only from update to update that we have to really scrutinize. This isnt necessarily towards you per se, but anyone who is reading this bit and wants to help, we're looking for site devs really but honestly data entry would be helpful too as I'm the only programmer actively working on the site (Stoi has wanted to retire but he still helps out with questions i have), even having help getting mod images as the mobileexport system is no longer available would be beneficial as with every single warframe update comes new mods that wont have images on the site - But I digress...

The mod will be added into the next site update as those aren't entirely difficult to deal with on adding.

 

As for the Mausolon's attack types? The names were based on what was auto-generated through a tool Stoi made for grabbing weapon data quickly and formatting it for the database. The internal names are made automatically by it but are editable (of which i dont normally edit unless I see something completely gibberish) but I had to add the human-readable names - Based on the wiki's stat displays on it, it appears to be the 'Charged Shot Projectile' - the 'Atmosphere' prefixed one is the same, but for on-ground missions rather than archwing specific of course. What Charged Shot Projectile means exactly you would have to ask the wiki designers but I'm guessing it is the damage imposed by the projectile sent out by the full charged weapon attack, assuming there is an impact damage type on the projectile itself like can be seen with vaubans balls dealing 5 (10?) impact damage if they were to hit an enemy directly. The names do need to be changed though as I did review it and noted that while they work, theyre not obvious on what they really mean. For now they'll be held because I need to verify the Cortege ones too.

Edited by Kalbintion
  • Like 1
Link to post
Share on other sites
3 hours ago, Kalbintion said:

I'm not able to replicate this issue that you're experiencing. I'll add it to the issue tracker we have as something to look into but with it loading just fine for me in all attempts and browsers I have for development purposes, it always loads the riven details.

Hm, alrighty. On my end, accessing the build via it's personal link did work at first, but last night I re-exported it (I compared it to the original exported link to make sure, and both were identical), and it was after that when it began not having the riven's data. Perhaps I can try just entering the riven's data and saving it again, to see if it keeps it again?

I'll let you know if that works. If it doesn't, another idea I might try is to make it a private build, and then re-publicize it. As it stands, using the public builds' link does lead to the riven-included Xoris build, although I'm just a bit confused on how the riven suddenly vanished from one way to access the build vs the public way.

 

3 hours ago, Kalbintion said:

Augments seem to get forgotten from time to time, update to update, or they get released in a non-obvious manner or not directly mentioned in the patch notes (looking at you nightwave reward mods...) so im not surprised that one of them is missing for inaros. I'm sure there may be a few others out there that are missing too. Honestly, if someone was willing to work with us on data verification (text strings, mods existing, pvp exclusive mods, etc etc) it would definitely help keep the random missing ones or outdated mods to a minimum, that way its only from update to update that we have to really scrutinize. This isnt necessarily towards you per se, but anyone who is reading this bit and wants to help, we're looking for site devs really but honestly data entry would be helpful too as I'm the only programmer actively working on the site (Stoi has wanted to retire but he still helps out with questions i have), even having help getting mod images as the mobileexport system is no longer available would be beneficial as with every single warframe update comes new mods that wont have images on the site - But I digress...

The mod will be added into the next site update as those aren't entirely difficult to deal with on adding.

No problem :)

I'd like to help if I could, but I don't have the know-how yet on website things to reliably work with it. I've been studying on Game-Development, etc. at my Job Corps center for about a year & 1/2 or so until Covid began, and since that I've been staying with my Fiancee & her family back home (Currently waiting to hear back from JC on when my return-date is), as far as that goes. 

 

3 hours ago, Kalbintion said:

As for the Mausolon's attack types? The names were based on what was auto-generated through a tool Stoi made for grabbing weapon data quickly and formatting it for the database. The internal names are made automatically by it but are editable (of which i dont normally edit unless I see something completely gibberish) but I had to add the human-readable names - Based on the wiki's stat displays on it, it appears to be the 'Charged Shot Projectile' - the 'Atmosphere' prefixed one is the same, but for on-ground missions rather than archwing specific of course. What Charged Shot Projectile means exactly you would have to ask the wiki designers but I'm guessing it is the damage imposed by the projectile sent out by the full charged weapon attack, assuming there is an impact damage type on the projectile itself like can be seen with vaubans balls dealing 5 (10?) impact damage if they were to hit an enemy directly. The names do need to be changed though as I did review it and noted that while they work, theyre not obvious on what they really mean. For now they'll be held because I need to verify the Cortege ones too.

That's pretty interesting, it actually reminds me of the tiny impact damage caused by smacking an enemy with the Kuva Ayanga's shots (Since the explosion is a separate thing). Perhaps the 5-kill blast from the Mausolon has a similar physical punch to it as well, before the explosion occurs? Food for thought :]

  • (Thinking about that actually gives me another reason to try the Cortege when I get everything to craft it!)
     
    • Edit: I just remembered a way to discern if projectiles have a small impact of their own, separating them from the explosion!
       
      • With some of my builds (Namely the Shedu), I discovered that punch-through is not useful for any weapon that shoots something meant to go boom on contact with the target.

        Basically, when you give something like the Shedu or Ayanga punch-through, the shots they have go through small enemies as if you're throwing a rock through cobwebs. It causes a small amount of damage (Maybe a stagger + other status procs), but ultimately can't blow 'em up since it's not a definite contact. This way you could at least see how much damage the physical shot itself does (For science!).

 

Thanks for getting back to me about those things by the way, I appreciate your help with it!

 

 

Edited by (NSW)Gamer-Steve
I remembered a way to find out if projectiles have a tiny punch to them :) Edit #2: Formatted!
  • Like 2
Link to post
Share on other sites
On 2021-01-05 at 4:46 PM, (NSW)Gamer-Steve said:

Hm, alrighty. On my end, accessing the build via it's personal link did work at first, but last night I re-exported it (I compared it to the original exported link to make sure, and both were identical), and it was after that when it began not having the riven's data. Perhaps I can try just entering the riven's data and saving it again, to see if it keeps it again?

I'll let you know if that works. If it doesn't, another idea I might try is to make it a private build, and then re-publicize it. As it stands, using the public builds' link does lead to the riven-included Xoris build, although I'm just a bit confused on how the riven suddenly vanished from one way to access the build vs the public way.

I checked into it some more, and still it always loads the information for me. So I'm really not sure what's going on on your end besides possibly a weird cache problem. That's the only thing that comes to my mind in regards to your issue with it. If you are able to come up with a methodology to reproduce the issue it would certainly help try to figure out what may be going on.

On 2021-01-05 at 4:46 PM, (NSW)Gamer-Steve said:

That's pretty interesting, it actually reminds me of the tiny impact damage caused by smacking an enemy with the Kuva Ayanga's shots (Since the explosion is a separate thing). Perhaps the 5-kill blast from the Mausolon has a similar physical punch to it as well, before the explosion occurs? Food for thought :]

  • (Thinking about that actually gives me another reason to try the Cortege when I get everything to craft it!)
     
    • Edit: I just remembered a way to discern if projectiles have a small impact of their own, separating them from the explosion!
       
      • With some of my builds (Namely the Shedu), I discovered that punch-through is not useful for any weapon that shoots something meant to go boom on contact with the target.

        Basically, when you give something like the Shedu or Ayanga punch-through, the shots they have go through small enemies as if you're throwing a rock through cobwebs. It causes a small amount of damage (Maybe a stagger + other status procs), but ultimately can't blow 'em up since it's not a definite contact. This way you could at least see how much damage the physical shot itself does (For science!).

Aye, there are a lot of weapons with explosions attached that have their projectile itself also deal damage, its why i even brought up Vauban as thats one of those weird cases of yeah, it does do some damage. I have killed a few low level random enemies with that damage even, its funny. I will argue that punch-through on explosive weaponry can be useful if the projectile itself deals enough damage to kill via headshots and then go beyond them, alternatively you can use punch through to get more interesting shots by using it to hit through an enemy or two, then explode on the third if they are close enough together, making the damage that much better. This is a skill thing of course but honestly most of my builds do not rely on punch through at all but there are a few weapons i use it on to make it more interesting and skill based.

  • Like 1
Link to post
Share on other sites
On 2021-01-05 at 5:52 AM, (NSW)Gamer-Steve said:

Here's the build I have for it, as a reference:
http://warframe-builder.com/s/3d9e551e1db69a12

 

  1. Regardless of whether I'm logged into the site, when I check on the exported link (Which I put on the Discord server with my friends from Job Corps) it seems that the Xoris build then suffers from a similar Riven issue like what the Kuva Ayanga once had. The Xoris build's riven is a blank slate, and it's polarity is set to the left-most one by default.

It appears I may have stumbled into this issue during my checking of another fix relating to the stats. Need to look into it some to see what's going on, but just know that I have now had it happen to me.

  • Like 1
Link to post
Share on other sites

U29.0 to H29.6.3 Part 2

Frames & Companions

  • Added Voidrig
  • Added Bonewidow
  • Added Medjay Predasite
  • Added Pharaoh Predasite
  • Added Vizier Predasite
  • Added Crescent Vulpaphyla
  • Added Sly Vulpaphyla
  • Added Panzer Vulpaphyla
  • Added Antigen + Mutagen selectors
    • Antigen selector will override and change the default polarity of the top-left most mod slot
    • Mutagens: While this will be saved with a build, it is uncertain if mutagens properly modify the resistances of companions, as such it is there as a visual thing only until it has been determined they work, and what true effect it may have so the stats can be tracked accordingly

Weapons

  • Added Ironbride
  • Added Parazon
    • Listed as a melee weapon due to its melee-styled animation of finishers
    • Will not have slots for Requiem mods as these do not modify the build except for Kuva Liches specifically which are randomly generated, and contain dedicated slots to them.
  • Updated Xoris
  • Fixed a bug pertaining to stats disappearing on firing mode switch, such as Multishot, # of status effects, etc
  • Fixed missing firing mode names for Mausolon & Cortege
    • May have affected other weaponry missing certain names for firing modes.
    • This was done already as mentioned in a previous post, but names have been updated for these two weapons to better clear-up what theyre for
    • Reported by (NSW)Gamer-Steve
  • Fixed missing firing mode names for the Xoris
  • Fixed missing Trumna weapon image
  • Fixed missing Helstrum weapon image

Mods

  • Added Predasite & Vulpaphyla mods
    • Added Acidic Spittle
    • Added Iatric Mycelium
    • Added Endoparasitic Vector
    • Added Anabolic Polination
    • Added Infectious Bite
    • Added Paralytic Spores
    • Added Volatile Parasite
    • Added Survival Instinct
    • Added Sly Devolution
    • Added Crescent Charge
    • Added Crescent Devolution
    • Added Viral Quills
    • Added Panzer Devolution
    • Added Martyr Symbiosis
  • Added Parazon Mods
    • Added Auto Breach
    • Added Failsafe
    • Updated Intruder
    • Added Live Wire
    • Added Master ey
    • Added Runtime
    • Added Untraceable
    • Added Blood For Ammo
    • Added Blood For Energy
    • Added Blood For Life
    • Added Hit And Run
    • Added Out Of Sight
  • Added Dessication's Curse (Inaros Augment)
  • Fixed Riven Mods not retaining information saved when using the short url link
    • This is related to the fact that the build identifier wasn't being sent with the rest of the build info so it knows where to grab the riven info, the full url worked as intended as it contained this information
    • Reported by (NSW)Gamer-Steve
  • Fixed a possible bug for Enhanced Vitality, Metal Fiber and Calculated Redirection breaking on companions due to missing information about their incompatible mods from the Link * series
    • This required an update to the Link Shields, Link Health and Link Armor mods

Other

  • Fixed a random bug relating to logging in while on a build page causing the save dialog to fail to show
  • Fixed an internal issue related to the shorten url system from possible exploitation

Notes

  • The Helminth ability system will be postponed for an unknown amount of time due to the requirements behind this change. Thought needs to be put into place on how to handle this properly.

Future Updates

The next intended site update will contain a massive rewrite of the entire calculation system for all weapons, frames, etc. This is a major undertaking and will take some time. In the event DE releases anything new after this we will attempt to add those as soon as possible, but please be aware that my focus will be on this as there have been reports of calculations being wrong, known issues with the status, among other problems that this code of many years has caused. Stoi has done an awesome job, but its been enough time that a rewrite to make things faster, better and more concise for future revisions with all that DE has introduced to be done. Ideally this will also help cut down on page loads to some degree (talking tenths of a second at best unless you're on dial-up) so some existing bugs, issues etc may not be fixed due to this undertaking as time spent fixing said issues may not be worth the time unless it affects large portion of the site or seems like a quick fix (read: 10 minutes to an hour). I am entirely unsure how long this process will take as I need to come up with the ideology behind how the rewrite should work, thinking of possible future-proofs of the matter and ease of use. As I will be the only one working on the rewrite, with getting information from Stoi, it will take longer than normal to get this accomplished.

 

As always, thanks to everyone for the reports. Please do continue to report site issues.

 

Site Developers Wanted

As previously posted about, we are still looking for someone to help out with the site. We have plenty of things to work on and I would personally prefer having someone there to help me out as Stoi has taken a back-seat to most of the site updates, helping me out with questions and the odd bug due to it being his code and DarkLord has stepped away from the project for various reasons. This only leaves me to do all of the update from each one, including every new frame, weapon, etc. A second pair of eyes would be beneficial to make sure I don't make a random mistake.

Ideally, someone fluent in PHP, Javascript and SQL would be of the most help with knowledge using git. However, knowledge of PHP and/or Javascript would also be a great deal helpful at any rate. We use various tools but all of these things I would be willing to teach someone unfamiliar with them on how to use and explain a bit about each of them in an effort to get someone to assist us with the site development as there are other things I have to do from day to day that as a human being that doesn't allow me to work on the site 24/7.

If you are interested in assisting with the website, please add me on discord: Kalbintion#8371 - You may also add me if you wish to report any site problems, suggestions or general chatter and for some reason don't want to do it on the forums.

  • Like 1
Link to post
Share on other sites

Hi @Kalbintion, I hate to add more on your plate, but I began working on a Voidrig build on the site, and quickly discovered some issues with 18 of the Necramech mods. When there's time, it would help to get them updated.

Here's what I used as a comparison:
https://warframe.fandom.com/wiki/Necramech

  • The Orphix Venom mods on that page are listed at the bottom (Roughly halfway down the webpage), so it's not entirely in alphabetical order, but as far as I know the wiki's info is up-to-date.

 

I made sure to go back through and check everything, so to the best of my knowledge these are all the issues. Mostly mis-matched polarities, but a couple have rarity differences (Which aren't as significant, but might be relevant).

  • I'm listing this as:
     
    • What's live now on the website vs;
    • The correct information.

 

I'll keep the mods in alphabetical order too!

 

  1. Necramech Aviator has Naramon Polarity;
     
    • Needs Vazarin.
       
  2. Necramech Deflection has Naramon Polarity;
     
    • Needs Vazarin.
       
  3. Necramech Drift has Naramon Polarity;
     
    • It needs Vazarin.
       
  4. Necramech Efficiency has Naramon Polarity;
     
    • Needs Vazarin.
       
  5. Necramech Enemy Sense has Madurai Polarity;
     
    • Needs Naramon.
       
  6. Necramech Flow has Madurai Polarity;
     
    • Needs Naramon.
       
  7. Necramech Friction has Naramon Polarity;
     
    • Needs Vazarin.
       
  8. Necramech Redirection has Madurai Polarity;
     
    • Needs Vazarin.
       
  9. Necramech Rebuke is uncommon (Silver), while on the site it’s common (Bronze).

     
  10. Necramech Refuel has only 6 drain & Madurai Polarity;
     
    • Needs 9 drain & Vazarin.
       
  11. Necramech Repair has Naramon Polarity, and is listed as common;
     
    • It needs Vazarin, and is actually uncommon.
       
  12. Necramech Seismic Wave has Naramon Polarity;
     
    • Needs Madurai.
       
  13. Necramech Slipstream has Madurai Polarity;
     
    • Needs Naramon.
       
  14. Necramech Steel Fiber has Naramon Polarity;
     
    • Needs Vazarin.
       
  15. Necramech Streamline has Madurai Polarity;
     
    • Needs Naramon.
       
  16. Necramech Stretch has Madurai polarity;
     
    • Needs Naramon.
       
  17. Necramech Thrusters has Naramon Polarity;
     
    • Needs Vazarin.
       
  18. Necramech Vitality has Naramon Polarity;
     
    • Needs Vazarin.

 

I hope it helps! More of the mods are affected than I initially thought (At first I thought it was only Redirection). I haven't found any other issues so far.

Edited by (NSW)Gamer-Steve
Wanted to add semicolons for better readability, and a bit of reduced spacing.
  • Like 1
Link to post
Share on other sites
5 hours ago, (NSW)Gamer-Steve said:

Hi @Kalbintion, I hate to add more on your plate, but I began working on a Voidrig build on the site, and quickly discovered some issues with 18 of the Necramech mods. When there's time, it would help to get them updated.

All of the mods listed have been updated on the live site. Thanks for the report. It appears my remembrance of the identifiers we use were incorrect at the time. List below is organized by mod and the change it went to.

Mods

  • Update a list of necramech mods polarity & cost
    • All reported by (NSW)Gamer-Steve
    • Necramech Aviator — Vazarin Polarity
    • Necramech Deflection — Vazarin Polarity
    • Necramech Drift — Vazarin Polarity
    • Necramech Efficiency — Vazarin Polarity
    • Necramech Enemy Sense — Naramon Polarity
    • Necramech Flow — Naramon Polarity
    • Necramech Friction — Vazarin Polarity
    • Necramech Redirection — Vazarin Polarity
    • Necramech Rebuke — Uncommon Rarity
    • Necramech Refuel — Vazarin Polarity — 9 drain (EDIT: AT MAX RANK)
    • Necramech Repair — Vazarin Polarity — Uncommon
    • Necramech Seismic Wave — Madurai Polarity
    • Necramech Slipstream — Naramon Polarity
    • Necramech Steel Fiber — Vazarin Polarity
    • Necramech Streamline — Naramon Polarity
    • Necramech Stretch — Naramon Polarity
    • Necramech Thrusters — Vazarin Polarity
    • Necramech Vitality — Vazarin Polarity
Edited by Kalbintion
  • Like 1
Link to post
Share on other sites
36 minutes ago, Kalbintion said:

All of the mods listed have been updated on the live site. Thanks for the report. It appears my remembrance of the identifiers we use were incorrect at the time. List below is organized by mod and the change it went to.

Mods

  • Update a list of necramech mods polarity & cost
    • All reported by (NSW)Gamer-Steve
    • Necramech Aviator — Vazarin Polarity
    • Necramech Deflection — Vazarin Polarity
    • Necramech Drift — Vazarin Polarity
    • Necramech Efficiency — Vazarin Polarity
    • Necramech Enemy Sense — Naramon Polarity
    • Necramech Flow — Naramon Polarity
    • Necramech Friction — Vazarin Polarity
    • Necramech Redirection — Vazarin Polarity
    • Necramech Rebuke — Uncommon Rarity
    • Necramech Refuel — Vazarin Polarity — 9 drain
    • Necramech Repair — Vazarin Polarity — Uncommon
    • Necramech Seismic Wave — Madurai Polarity
    • Necramech Slipstream — Naramon Polarity
    • Necramech Steel Fiber — Vazarin Polarity
    • Necramech Streamline — Naramon Polarity
    • Necramech Stretch — Naramon Polarity
    • Necramech Thrusters — Vazarin Polarity
    • Necramech Vitality — Vazarin Polarity

Sure thing.

 

Considering how it sounds like there's already a lot of work ahead for the entire site, I felt like it might've been a lot more mods to change out of left field, but I appreciate what you've been doing through it all. This'll definitely help console people needing Mech builds for the impending Operation at the least!

Link to post
Share on other sites

I've gotten a Voidrig build ready (At least by memory), but I found some more issues with it's build page that shouldn't be there. I'll go through what I discovered section by section. I thought it would be important to report these too:

 

One final Polarity issue!

5 hours ago, Kalbintion said:

Necramech Repair — Vazarin Polarity — Uncommon

  • Somehow Necramech Repair actually now has a Madurai polarity on the website.
     
    • It just needs Vazarin's polarity officially :]
       

Everything else looks good visually / polarity-wise with the mods themselves though, as far as I noticed.

 

Various "undefined" values:

When looking at a Necramech's stats on the site, it mentions some "undefined" values with the mods, depending on which ones you have slotted in. I noticed this with Bonewidow & Voidrig (Mostly affecting the latter); I don't think Necramech Efficiency shows this for Bonewidow (Not sure the engine mod effects are supposed to be shown in general? I think it's useful though!).

  • It should be discernable which mods contribute what stat increases based off of the percentages. One example I found, "+220% undefined" appeared when I added Necramech Redirection, while shields were unnaffected regardless of the Mech's rank.
     
    • Spoiler

       

      This does remind me of one question; As I tested everything, I happened to place the mods in a different order one after another, and it seems like that lists their various effects in different orders from the top-down in a Necramech / Warframe's details (Possibly weapons as well?). Such as if you add Rejuvenation or Radar-type effects before one another.

      • I think it all adds up to the same amount no matter what order your mods are placed in, but why is that? Should it be fixed?

       

       

 

A cropped screenshot of the Voidrig's details:
 

Spoiler

I used Paint.net to crop out all other details from a screenshot for this, hopefully it helps!

Voidrig_official_build_details.png

 

Also, I noticed a Rank-resetting issue in the below hidden section, which I believe is why the Voidrig's HP is only 4200 here (Factoring in Vitality). I didn't discover that issue below until after I saved this ^ cropped, etc. screenshot. This screenshot is of a Rank 30 Voidrig, if I'm not mistaken.

  • As noted in a below section, this might mean that Necramech Vitality does not calculate HP properly.

 

 

A build rank-resetting issue:
 

Spoiler

 

I'm not sure if it has to do with the specific mod polarities I have in my build (I placed them before adding mods), but through a good amount of testing on my end the following was replicable:

  • Placing any Necramech mod in the bottom-left mod slot resets the Necramech to Rank 30. You can however click a different polarity, change it / reapply, and therefore reset the build back to Rank 40.
     
    • The Mech's base stats do change accordingly when the Rank changes like this.
       
    • Apparently if you also right-click to take off the mod from that slot after changing / reapplying a polarity, it will reset it back to Rank 30 again.
       
      • Thankfully it was relatively straightforward once I narrowed it down to the bottom-left mod slot (I'm pretty sure that's the only affected one, since after placing some other mods in every other slot, no other mod slot does this).
         
  • I'm not sure if this can occur with only polarizing the bottom-left mod slot by itself, or if multiple forma are needed on the Voidrig's page for the bug to begin.
     
    • Edit (01-10-2021 @1:42am): I did at least narrow this down to adding just one polarity to (Probably any) a single mod slot. The bottom-left mod slot still can reset the rank even if it's not polarized itself, when you put a mod there.

       
  • Apparently Bonewidow's build page also has the rank-reset problem with the bottom-left mod slot. It also only needs one polarization to see it happen (Rank 32 down to Rank 30, etc.).

 

There is another method to reset the rank unwittingly:

  • If you rank-down a mod on the Necramech's build, it resets to rank 30. If you rank it back up after altering / reapplying the polarity to a slot (To make it Rank 40 again), it can reset the Necramech to Rank 30 again.
     
    • Through testing, it looks like it doesn't matter which mod slot you use in the layout to rank a mod up / down.

 

Also, a build-capacity issue:
 

Spoiler

 

Furthermore, if the bottom-left mod slot is polarized in a green way (With any polarity that matches the mod there);
 

  • Then you rank down the mod (Such as Mech Intensify or Mech Redirection) in that bottom-left mod slot, and then rank it back up, suddenly that mod's drain increases beyond normal, and increases the Necramech's total capacity limit! This is similar to how Melee Stance mods increase the capacity, but of course Mech mods shouldn't do that.
     
    • Doing this with Mech Redirection can increase it up to 108 total mod capacity (Which is enormous!).

       
  • As far as I know, it doesn't affect the total build capacity if the bottom-left slot is un-polarized, or has a mis-matching (Red) polarity.
     
    • From what I gathered, you can only undo the build-capacity limit increase by re-applying whichever (Green) polarity matches the mod you placed there.
       
  • I tested all this on Bonewidow too, her page has the same issues with Rank-resetting and these capacity things.

 

 

 

Possible stat miscalculation results on the website vs in-game:

This might take a bit more testing on the website behind-the-scenes, but I'm not 100% sure if some of the mods are calculating things accurately vs the in-game stats. I took various screenshots with my mods equipped and without to help figure that out.
 

Spoiler

 

My Voidrig build, with mods:

voidrig_modded_stats.jpg

 

On the website, a base rank 40 Voidrig shows 3800 HP, 1150 Shields, and 262.5 Energy, whereas in-game Rank 40 doesn't affect that.

  • Not sure if Shield recharge-rate is affected from Rank 30 to Rank 40 or not, since that isn't visible in the Arsenal.
     
  • I haven't seen any issue with Necramech Steel Fiber, and doing the math that mod was accurate for Voidrig / Bonewidow :)
     
    • Since my Voidrig is Rank 40, I'm unable to see how Mech Vitality affects it's HP at Rank 30. But in the first image from the website above, it had 4200 HP with that slotted in somehow. According to the website, a Rank 40 Voidrig can get 5000 HP with Vitality instead (If only that were in-game too).

Without any mods:

voidrig_unmodded_stats.jpg

  • That would be an issue on the game's end though in my opinion; It would be nice if the Necramech's HP, etc. went up even more while going to Rank 40, but it doesn't seem to in-game.

 

I also wanted to note it's HP, shields and Energy amount in-mission (Just to see how that looks!);

In-mission, with these mods equipped:

voidrig_in-mission_stats.jpg

 

  • I didn't notice until after the screenshots that I haven't fully ranked up my Redirection (Partly because I'm planning on using Necramech Repair in it's place). So unless you rank down Redirection on the website to see how that calculates, you could probably diregard the Voidrig's shields in the screenshot there.
     
    • One thing is clear though; Necramech Flow affects the energy more in-game than what the mod does on the website. It might be hard to see, but at Rank 40 the Mech has 450 total energy, but it's not quite as high on the website (Not that it's as important of an issue compared to the rank-resetting, etc.).

       
    • Spoiler

       

      Weirdly enough (Not that I'm complaining!) I did 262.5 * 150% (Website's base energy total), and then tried 225 * 150% (The in-game base total), and other combinations of numbers, but I don't know how Necramech flow leads to 450 total energy in-game. The answers I got didn't match Warframe Builder either, as that got 412.5 energy instead. All I could think of is 300 * 150%, but the Mech doesn't have 300 base energy, so it's just a strange thing I suppose.

       

 

Also to be sure, I took one more screenshot from the website's details based on my in-game build, and cropped it down:

voidrig_modded_rank_40_website_details.p

 

  • This time I accounted for the rank-resetting issue by re-applying a polarity to one of the slots, so this screenshot is the Rank 40  Voidrig. This could be used to compare the Voidrig's base / modded stats above.
     
    • Below this, the ability stats from the site can be compared to what I have in-game with the same mod setup.
       

Voidrig in-game ability stats here (With Necramech Intensify, Continuity, Stretch, and Streamline equipped):
 

Spoiler

 

I'll list the issues I noticed per ability, based on the recreation of my current build onto the website (This might shed light on how relevant mods affect the numbers!).
 

  • Necraweb:

voidrig_necraweb_stats.jpg

It looks like Necramech Streamline doesn't affect the ability cost on the website, and Necramech Stretch certainly affects the range here, but on the wiki ( https://warframe.fandom.com/wiki/Necraweb ) & WF Builder, it isn't. The damage amount is accurate though!

 

  • Storm Shroud:

voidrig_storm_shroud_stats.jpg

Mech Streamline doesn't appear to work on the website for this either, but everything else is accurate.

 

  • Gravemines:

voidrig_gravemines_stats.jpg

Mech Streamline doesn't appear to affect the ability cost on the website, but everything else for Gravemines looks accurate!

(Although in-game, I don't know what the additional 0.2 of a mine would do :) )

 

  • Guard Mode:

voidrig_guard_mod_stats.jpg

  • Necramech Intensify increases that damage in-game, but on the website it doesn't affect Guard Mode. Not sure how that is, since it affects the other abilities.
     
  • Drain / second currently isn't displayed on the website.
     
    • Coincidentally I think that's a UI bug in-game; Reducing Guard Mode's drain is a good thing, but the game thinks that should be a red number.

 

So all in all, the mods that seem to not be working (Ability stat-wise) are Necramech Continuity(?), Mech Streamline, Mech Intensify (At least on Guard Mode) and Necramech Stretch. It's a bit inconsistent, but hopefully this can narrow the issues down a bit.
 

  • Spoiler

     

    Might be a separate issue, but I noticed the wiki's page doesn't say Ability strength increases Guard Mode's damage. That said, I'm not entirely sure which damage is increased exactly.

    In any case, the wiki's Voidrig page ( https://warframe.fandom.com/wiki/Guard_Mode ) probably isn't updated with Intensify in mind, as far as that goes. Not a serious issue though!

     


     
  • I haven't finished a build for Bonewidow yet, so unfortunately I'm not sure how her stats are / aren't affected by these mods on the website vs in-game.

 

For those with a finished Bonewidow build, it might be worth looking into if said build has similar issues under these comparisons!

 

 

Possible issues with saving the build;

I attempted to save the build more than once, but so far I couldn't save it. Since I only know English fluently, that's the area I filled in (Copied & pasted the info).

  • If it narrows the saving issue down, in red text it says that there is "Incorrect Data", regardless of making it a private or public build. This could be seen by placing a mod such as Necramech Continuity in one of the slots, and then making a name / description and trying to save. I'm not sure if there are other factors involved at the moment.
     
    • Reloading the webpage and repeating the process still wasn't able to finish saving the build. I've noticed the same thing on Bonewidow as well.
       
  • I'm not sure if it's relevant, but I noticed that whenever I log in after getting to the Voidrig page, the page suddenly reloads itself.

 

I hope it wasn't too big of a post, but it's better than making separate posts for sure. I haven't found any other issues than these for Voidrig's build page, but let me know if any more information would be useful.

Link to post
Share on other sites
17 hours ago, (NSW)Gamer-Steve said:

Somehow Necramech Repair actually now has a Madurai polarity on the website.

Typo is typo lol - Should be fixed on live.

 

17 hours ago, (NSW)Gamer-Steve said:

Various "undefined" values:

When looking at a Necramech's stats on the site, it mentions some "undefined" values with the mods, depending on which ones you have slotted in. I noticed this with Bonewidow & Voidrig (Mostly affecting the latter); I don't think Necramech Efficiency shows this for Bonewidow (Not sure the engine mod effects are supposed to be shown in general? I think it's useful though!).

Ah, yeah, some of the mods have stats tied to them that i never gave language data for. Workin on getting that done for live. Edit: Made live

 

17 hours ago, (NSW)Gamer-Steve said:

A build rank-resetting issue:

This is related to that damn 9th slot being classified by code as an aura/stance slot, which affects total points etc. I thought I had nailed it down before the update went out but apparently my addition of the extra 10 ranks post-fix shows there were another spot (or two) where the rank is being forcefully reset for some reason.

 

17 hours ago, (NSW)Gamer-Steve said:

I'm not sure if it's relevant, but I noticed that whenever I log in after getting to the Voidrig page, the page suddenly reloads itself.

I'll respond to this with a line from the update post

On 2021-01-08 at 11:01 PM, Kalbintion said:

Fixed a random bug relating to logging in while on a build page causing the save dialog to fail to show

You ran into the solution as it was intended by Stoi to have the page reload on login.

 

Edit - Missed part of the post  

17 hours ago, (NSW)Gamer-Steve said:

Possible stat miscalculation results on the website vs in-game:

I'll have to take a look into this. The other things that use these additional ranks dont have scaling stats associated with them so this appears to be an oversight to some degree based on these stats. It's interesting that the stats continue beyond though based on how we format the data. It would have implied to me that it scales up to it slower based on it being at rank 40 instead of 30. This'll take a bit of time to solve though. I'm not sure about getting to everything mentioned but we'll see.

  

17 hours ago, (NSW)Gamer-Steve said:

I attempted to save the build more than once, but so far I couldn't save it. Since I only know English fluently, that's the area I filled in (Copied & pasted the info).

I'll look into it, not sure what may have happened with the save problem because I'm fairly certain i saved it once.

Edited by Kalbintion
  • Like 1
Link to post
Share on other sites

  Double-posting for additional commentary on the previously responded post

17 hours ago, (NSW)Gamer-Steve said:

This does remind me of one question; As I tested everything, I happened to place the mods in a different order one after another, and it seems like that lists their various effects in different orders from the top-down in a Necramech / Warframe's details (Possibly weapons as well?). Such as if you add Rejuvenation or Radar-type effects before one another.

  • I think it all adds up to the same amount no matter what order your mods are placed in, but why is that? Should it be fixed?

This is just due to the way the site handles stat displays. Order matters in display, but not for anything else important. We dont have a list of stats that dictate the display ordering.

 

17 hours ago, (NSW)Gamer-Steve said:

It looks like Necramech Streamline doesn't affect the ability cost on the website

This was due to an error on the mod itself, Slipstream actually had the efficiency modifier to it over Streamline. 

 

17 hours ago, (NSW)Gamer-Steve said:

Necramech Intensify increases that damage in-game, but on the website it doesn't affect Guard Mode. Not sure how that is, since it affects the other abilities.

The ability doesnt tell me what that damage actually means. To be quite honest I thought I removed the damage info completely from the ability with the intention of any reports being given this reason and that if the wiki or in-game states what the damage actually does then I would include it.

Link to post
Share on other sites
10 minutes ago, Kalbintion said:

The ability doesnt tell me what that damage actually means. To be quite honest I thought I removed the damage info completely from the ability with the intention of any reports being given this reason and that if the wiki or in-game states what the damage actually does then I would include it.

Ah, that makes sense. It'd be nice if one of the mainline updates can further clarify that in the future. It somewhat reminds me of how there's damage bonuses mentioned on Mesa's Peacemaker ability, vs the damage shown on her regulators.

 

At the moment I'm not sure if Voidrig's Arquebex works the same way (Damage-wise) with Guard mode or not, and the UI doesn't fully describe that (Unless I missed something in the Mech's personal tips in it's profile / ability screen).

Link to post
Share on other sites

Necramech Builder Bug Fixes & Misc

Todays site update is mostly targeted at the necramechs! There were a various number of issues with them that got brought up and after some days all the issues should be crushed. If you do come across a site issue, please do let us know!

Frames

  • Fixed an issue where necramechs couldnt be saved
  • Fixed an issue with a particular necramech slot resetting rank
  • Fixed undefined text for necramech mods
  • Fixed bug with necramech scaling beyond rank 30
  • Fixed Voidrig Guard Mode not showing cost / second
  • Fixed Bonewidow Exalted Ironbride not showing cost / second
  • Updated Voidrig Necraweb to accommodate for Range mods

Mods

  • Updated a list of necramech mods polarity, rarity and cost
    • All reported by (NSW)Gamer-Steve
    • Necramech Aviator — Vazarin Polarity
    • Necramech Deflection — Vazarin Polarity
    • Necramech Drift — Vazarin Polarity
    • Necramech Efficiency — Vazarin Polarity
    • Necramech Enemy Sense — Naramon Polarity
    • Necramech Flow — Naramon Polarity
    • Necramech Friction — Vazarin Polarity
    • Necramech Redirection — Vazarin Polarity
    • Necramech Rebuke — Uncommon Rarity
    • Necramech Refuel — Vazarin Polarity — 9 drain
    • Necramech Repair — Vazarin Polarity — Uncommon
    • Necramech Seismic Wave — Madurai Polarity
    • Necramech Slipstream — Naramon Polarity
    • Necramech Steel Fiber — Vazarin Polarity
    • Necramech Streamline — Naramon Polarity
    • Necramech Stretch — Naramon Polarity
    • Necramech Thrusters — Vazarin Polarity
    • Necramech Vitality — Vazarin Polarity
  • Added temporary necramech mod images
    • These images were acquired through manipulation of the wiki images, better images are on the way
  • Fixed bhisaj-bal, hata-satya, damzav-vati, zazvat-kar showing up on "illegal" weaponry
  • Like 1
Link to post
Share on other sites

As a heads-up, the next site update is being worked on. The next actual update to go out mostly focuses on getting missing images for various mods that have been accumulating over time. It will also include some various fixes for bugs that were ran across during information gathering on missing mod images.

Note: The spoiler formatting is literally copy/pasted from our update PR on the sites private code base, as such, it is intended for markdown via github compared to warframe forums. Attempting to replicate the display here without being a proper update post is needlessly time consuming of a process that could have been spent doing the update instead, as things may be added to this list for the update at a moments notice or rarely removed due to a complication.

Spoiler

Contains various site updates such as mod images, bug fixes, etc

# Weapons
- [x] Added Arquebex
- [x] Fixed Simulor throwing an error
- [x] Fixed Synoid Simulor throwing an error
- [x] Fixed Blank Pistol throwing an error
- [x] Added missing Karyst Prime image

# Mods
- [x] Added Spectrosiphon (Gara Augment)
- [x] Added Blood Forge (Garuda Augment)
- [x] Added Enveloping Cloud (Wukong augment)
- [x] Updated Extend for new mod description + values
- [x] Fixed Dread Ward appearing as a mod on the Dread weapon
- [x] Updated Mach Crash to fix typo in name
- [x] Updated Everlasting Ward (Chroma augment) mod text
- [x] Updated Guided Effigy (Chroma augment) mod text
- [x] Updated Chromatic Blade (Excalibur augment) mod text
- [x] Updated Pilfering Swarm (Hydroid Augment) mod text
- [x] Updated Magnetized Discharge (Mag augment) mod text
- [x] Updated Anchored Glide to show up on searching for "Augment"
- [x] Updated Controlled Slide to show up on searching for "Augment"
- [x] Updated Ironclad Flight to show up on searching for "Augment"
- [x] Fixed Baruuk's Augment mods missing type text
- [x] Fixed Hildryn's Augment mods missing type text
- [x] Fixed Revenant's Augment mods missing type text
- [x] Fixed Grendel's specific mods missing type text
- [x] Fixed Gauss's specifc mods missing type text
- [x] Fixed Efficient Beams missing type text
- [x] Updated Efficient Beams mod text
- [x] Fixed Dread Ward missing type text
- [x] Updated all Necramech mod images to better quality
- [x] Added missing two Necramech mod images
- [x] Fixed Amalgam Argonak Metal Auger missing type text
- [x] Fixed missing type text on Vasca Kavat mods
- [x] Fixed missing type text on Diriga mods
- [x] Fixed Master Key saying "Mastery Key"
- [x] Updated Intruder mod image
- Added missing parazon mod images
  - [x] Added Auto Breach mod image
  - [x] Added Blood For Ammo mod image
  - [x] Added Blood For Energy mod image
  - [x] Added Blood For Life mod image
  - [x] Added Failsafe mod image
  - [x] Added Hit And Run mod image
  - [x] Added  Live Wire mod image
  - [x] Added Master Key mod image
  - [x] Added Out of Sight mod image
  - [x] Added Runtime mod image
  - [x] Added Untraceable mod image
 - [x] Added Missing Abundant Mutation mod image
 - [x] Added Missing Acidic Spittle mod image
 - [x] Added Missing Aerial Ace mod image
 - [x] Added Missing Aerodynamic mod image
 - [x] Added Missing Anabolic Pollination mod image
 - [x] Added Missing Anchored Glide mod image
 - [x] Added Missing Balefire Surge mod image
 - [x] Added Missing Bhisaj-Bal mod image
 - [x] Added Missing Blast Shield mod image
 - [x] Added Missing Blazing Pillage mod image
 - [x] Added Missing Blending Talons mod image
 - [x] Added Missing Bomb the Landin' mod image
 - [x] Added Missing Botanist mod image
 - [x] Added Missing Calculated Victory mod image
 - [x] Added Missing Carnis Carapace mod image
 - [x] Added Missing Carnis Mandible mod image
 - [x] Added Missing Carnis Stinger mod image
 - [x] Added Missing Catapult mod image
 - [x] Added Missing Celestial Stomp mod image
 - [x] Added Missing Cold Arrival mod image
 - [x] Added Missing Combat Discipline mod image
 - [x] Added Missing Contorlled Slide mod image
 - [x] Added Missing Crescent Charge mod image
 - [x] Added Missing Damzav-Vati mod image
 - [x] Added Missing Crescent Devolution mod image
 - [x] Added Missing Critical Surge mod image
 - [x] Added Missing Deadly Maneuvers mod image
 - [x] Added Missing Desiccation's Curse mod image
 - [x] Updated Directed Convergence to find its mod image
 - [x] Added Missing Dizzying Rounds mod image
 - [x] Added Missing Draining Bite mod image
 - [x] Added Missing Efficient Beams mod image
 - [x] Added Missing Endless Lullaby mod image
 - [x] Added Missing Endoparasitic Vector mod image
 - [x] Added Missing Enraged mod image
 - [x] Added Missing Exposing Harpoon mod image
 - [x] Added Missing Hard Engage mod image
 - [x] Added Missing Hata-Satya mod image
 - [x] Added Missing Iatric Mycelium mod image
 - [x] Added Missing Infectious Bite mod image
 - [x] Added Missing Ironclad Flight mod image
 - [x] Added Missing Jugulus Barbs mod image
 - [x] Added Missing Jugulus Carapace mod image
 - [x] Added Missing Jugulus Spines mod image
 - [x] Added Missing Juice mod image
 - [x] Added Missing Mach Crash mod image
 - [x] Added Missing Mad Stack mod image
 - [x] Added Missing Martyr Symbiosis mod image
 - [x] Added Missing Melee Guidance mod image
 - [x] Added Missing Mending Shot mod image
 - [x] Added Missing Meticulous Aim mod image
 - [x] Added Missing Momentary Pause mod image
 - [x] Added Missing Panzer Devolution mod image
 - [x] Added Missing Paralytic Spores mod image
 - [x] Added Missing Perfect Balance mod image
 - [x] Added Missing Pop Top mod image
 - [x] Added Missing Poppin' Vert mod image
 - [x] Added Missing Precision Strike mod image
 - [x] Added Missing Preparation mod image
 - [x] Added Missing Primed Cleanse Corpus mod image
 - [x] Added Missing Primed Cleanse Corrupted mod image
 - [x] Added Missing Primed Cleanse Grineer mod image
 - [x] Added Missing Primed Cleanse Infested mod image
 - [x] Added Missing Primed Rubedo-Lined Barrel mod image
 - [x] Added Missing Primed Smite Corpus mod image
 - [x] Added Missing Primed Smite Corrupted mod image
 - [x] Added Missing Primed Smite Grineer mod image
 - [x] Added Missing Primed Smite Infested mod image
 - [x] Added Missing Primo Flair mod image
 - [x] Added Missing Prize Kill mod image
 - [x] Added Missing Quick Escape mod image
 - [x] Added Missing Reactive Storm mod image
 - [x] Added Missing Recover mod image
 - [x] Added Missing Recuperate mod image
 - [x] Added Missing Repair Kit mod image
 - [x] Added Missing Revealing Spores mod image
 - [x] Added Missing Rubble Heap mod image
 - [x] Added Missing Saxum Carapace mod image
 - [x] Added Missing Saxum Spittle mod image
 - [x] Added Missing Saxum Thorax mod image
 - [x] Added Missing Shepherd mod image
 - [x] Added Missing Sly Devolution mod image
 - [x] Added Missing Spellbound Harvest mod image
 - [x] Added Missing Split Flights mod image
 - [x] Added Missing Survival Instinct mod image
 - [x] Added Missing Swift Momentum mod image
 - [x] Added Missing Thrall Pact mod image
 - [x] Added Missing Transfusion mod image
 - [x] Added Missing Tribunal mod image
 - [x] Added Missing Vanquished Prey mod image
 - [x] Added Missing Vapor Trail mod image
 - [x] Added Missing Venari Bodyguard mod image
 - [x] Updated Vermillion Storm to find its mod image
 - [x] Added Missing Viral Quills mod image
 - [x] Added Missing Volatile Parasite mod image
 - [x] Added Missing Volatile Quick Return mod image
 - [x] Added Missing Volatile Rebound mod image
 - [x] Added Missing Zazvat-Kar mod image

# Other
- [x] Compressed site images, saving around 3.25 MB, may experience some initial faster load times but will be minimal

# References
H29.6.6: https://forums.warframe.com/topic/1244885-orphix-venom-hotfix-2966/
H29.6.7 + H29.6.7.1: https://forums.warframe.com/topic/1245021-orphix-venom-hotfix-2967-29671/

 

Edited by Kalbintion
Link to post
Share on other sites

Mod Images + Bug Fixing (U29.6.6-U29.6.7.1)

Weapons

  • Added Arquebex
  • Fixed Simulor throwing an error
  • Fixed Synoid Simulor throwing an error
  • Fixed Blank Pistol throwing an error
  • Added missing Karyst Prime image

Mods

  • Added Spectrosiphon (Gara Augment)
  • Added Blood Forge (Garuda Augment)
  • Added Enveloping Cloud (Wukong augment)
  • Updated Extend for new mod description + values
  • Fixed Dread Ward appearing as a mod on the Dread weapon
  • Updated Mach Crash to fix typo in name
  • Updated Everlasting Ward (Chroma augment) mod text
  • Updated Guided Effigy (Chroma augment) mod text
  • Updated Chromatic Blade (Excalibur augment) mod text
  • Updated Pilfering Swarm (Hydroid Augment) mod text
  • Updated Magnetized Discharge (Mag augment) mod text
  • Updated Anchored Glide to show up on searching for "Augment"
  • Updated Controlled Slide to show up on searching for "Augment"
  • Updated Ironclad Flight to show up on searching for "Augment"
  • Fixed Baruuk's Augment mods missing type text
  • Fixed Hildryn's Augment mods missing type text
  • Fixed Revenant's Augment mods missing type text
  • Fixed Grendel's specific mods missing type text
  • Fixed Gauss's specifc mods missing type text
  • Fixed Efficient Beams missing type text
  • Updated Efficient Beams mod text
  • Fixed Dread Ward missing type text
  • Updated all Necramech mod images to better quality
  • Added missing two Necramech mod images
  • Fixed Amalgam Argonak Metal Auger missing type text
  • Fixed missing type text on Vasca Kavat mods
  • Fixed missing type text on Diriga mods
  • Fixed Master Key saying "Mastery Key"
  • Updated Intruder mod image
  • Added a massive amount of mod images, open spoiler to see them all
  • Spoiler
    • Added missing parazon mod images
      • Added Auto Breach mod image
      • Added Blood For Ammo mod image
      • Added Blood For Energy mod image
      • Added Blood For Life mod image
      • Added Failsafe mod image
      • Added Hit And Run mod image
      • Added  Live Wire mod image
      • Added Master Key mod image
      • Added Out of Sight mod image
      • Added Runtime mod image
      • Added Untraceable mod image
    • Added Missing Abundant Mutation mod image
    • Added Missing Acidic Spittle mod image
    • Added Missing Aerial Ace mod image
    • Added Missing Aerodynamic mod image
    • Added Missing Anabolic Pollination mod image
    • Added Missing Anchored Glide mod image
    • Added Missing Balefire Surge mod image
    • Added Missing Bhisaj-Bal mod image
    • Added Missing Blast Shield mod image
    • Added Missing Blazing Pillage mod image
    • Added Missing Blending Talons mod image
    • Added Missing Bomb the Landin' mod image
    • Added Missing Botanist mod image
    • Added Missing Calculated Victory mod image
    • Added Missing Carnis Carapace mod image
    • Added Missing Carnis Mandible mod image
    • Added Missing Carnis Stinger mod image
    • Added Missing Catapult mod image
    • Added Missing Celestial Stomp mod image
    • Added Missing Cold Arrival mod image
    • Added Missing Combat Discipline mod image
    • Added Missing Contorlled Slide mod image
    • Added Missing Crescent Charge mod image
    • Added Missing Damzav-Vati mod image
    • Added Missing Crescent Devolution mod image
    • Added Missing Critical Surge mod image
    • Added Missing Deadly Maneuvers mod image
    • Added Missing Desiccation's Curse mod image
    • Updated Directed Convergence to find its mod image
    • Added Missing Dizzying Rounds mod image
    • Added Missing Draining Bite mod image
    • Added Missing Efficient Beams mod image
    • Added Missing Endless Lullaby mod image
    • Added Missing Endoparasitic Vector mod image
    • Added Missing Enraged mod image
    • Added Missing Exposing Harpoon mod image
    • Added Missing Hard Engage mod image
    • Added Missing Hata-Satya mod image
    • Added Missing Iatric Mycelium mod image
    • Added Missing Infectious Bite mod image
    • Added Missing Ironclad Flight mod image
    • Added Missing Jugulus Barbs mod image
    • Added Missing Jugulus Carapace mod image
    • Added Missing Jugulus Spines mod image
    • Added Missing Juice mod image
    • Added Missing Mach Crash mod image
    • Added Missing Mad Stack mod image
    • Added Missing Martyr Symbiosis mod image
    • Added Missing Melee Guidance mod image
    • Added Missing Mending Shot mod image
    • Added Missing Meticulous Aim mod image
    • Added Missing Momentary Pause mod image
    • Added Missing Panzer Devolution mod image
    • Added Missing Paralytic Spores mod image
    • Added Missing Perfect Balance mod image
    • Added Missing Pop Top mod image
    • Added Missing Poppin' Vert mod image
    • Added Missing Precision Strike mod image
    • Added Missing Preparation mod image
    • Added Missing Primed Cleanse Corpus mod image
    • Added Missing Primed Cleanse Corrupted mod image
    • Added Missing Primed Cleanse Grineer mod image
    • Added Missing Primed Cleanse Infested mod image
    • Added Missing Primed Rubedo-Lined Barrel mod image
    • Added Missing Primed Smite Corpus mod image
    • Added Missing Primed Smite Corrupted mod image
    • Added Missing Primed Smite Grineer mod image
    • Added Missing Primed Smite Infested mod image
    • Added Missing Primo Flair mod image
    • Added Missing Prize Kill mod image
    • Added Missing Quick Escape mod image
    • Added Missing Reactive Storm mod image
    • Added Missing Recover mod image
    • Added Missing Recuperate mod image
    • Added Missing Repair Kit mod image
    • Added Missing Revealing Spores mod image
    • Added Missing Rubble Heap mod image
    • Added Missing Saxum Carapace mod image
    • Added Missing Saxum Spittle mod image
    • Added Missing Saxum Thorax mod image
    • Added Missing Shepherd mod image
    • Added Missing Sly Devolution mod image
    • Added Missing Spellbound Harvest mod image
    • Added Missing Split Flights mod image
    • Added Missing Survival Instinct mod image
    • Added Missing Swift Momentum mod image
    • Added Missing Thrall Pact mod image
    • Added Missing Transfusion mod image
    • Added Missing Tribunal mod image
    • Added Missing Vanquished Prey mod image
    • Added Missing Vapor Trail mod image
    • Added Missing Venari Bodyguard mod image
    • Updated Vermillion Storm to find its mod image
    • Added Missing Viral Quills mod image
    • Added Missing Volatile Parasite mod image
    • Added Missing Volatile Quick Return mod image
    • Added Missing Volatile Rebound mod image
    • Added Missing Zazvat-Kar mod image

     

Other Changes

  • Compressed site images, saving around 3.25 MB, may experience some initial faster load times but will be minimal

Additional Comments

The next site update will definitely be delayed, work is being done now to help make the system more robust and updated. For more information, see a previous update post

Spoiler

The next intended site update will contain a massive rewrite of the entire calculation system for all weapons, frames, etc. This is a major undertaking and will take some time. In the event DE releases anything new after this we will attempt to add those as soon as possible, but please be aware that my focus will be on this as there have been reports of calculations being wrong, known issues with the status, among other problems that this code of many years has caused. Stoi has done an awesome job, but its been enough time that a rewrite to make things faster, better and more concise for future revisions with all that DE has introduced to be done. Ideally this will also help cut down on page loads to some degree (talking tenths of a second at best unless you're on dial-up) so some existing bugs, issues etc may not be fixed due to this undertaking as time spent fixing said issues may not be worth the time unless it affects large portion of the site or seems like a quick fix (read: 10 minutes to an hour). I am entirely unsure how long this process will take as I need to come up with the ideology behind how the rewrite should work, thinking of possible future-proofs of the matter and ease of use. As I will be the only one working on the rewrite, with getting information from Stoi, it will take longer than normal to get this accomplished.

 

As always, thanks to everyone for the reports. Please do continue to report site issues.

 

Edit: Jan 18, 2021

Two modifications went out today to fix the Arquebex damage + display as well as the Ironbride damage + display to show properly.

Edited by Kalbintion
Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...